Space as a Structure Defined by User’s Presence Cover Image

Przestrzeń jako struktura zdefiniowana obecnością użytkownika
Space as a Structure Defined by User’s Presence

Author(s): Rafał Szrajber
Subject(s): Visual Arts, Educational Psychology, Psychoanalysis
Published by: Wydawnictwo Uniwersytetu Łódzkiego
Keywords: video games; playing space; video games culture; computer games; virtual reality; fluid modernity; layers of modernity; Łódź’s heritage

Summary/Abstract: The article will discuss issues that show the connection between the culture of video games and its accompanying technology in relation to space – its functionality and ways of shaping, as an area requiring not only research and protection, but even rescue actions to preserve. The space in which technology defines a function or introduces changes to the way the space is used, whether in terms of public or private space, is due to rapid technological changes a heritage area of a very transient nature. Each type of existential space inhabited by man, especially accompanying the development of technology, is a record of contemporary culture which is directly related to the life cycle of technology – short-lived and fleeting, requiring current research and documentation. The article presents, apart from indicating a area of research, theories of layers of modernity – a way of describing individual experience and awareness of the heritage of technology and culture through the prism of the accompanying technologies defining human functioning.

  • Issue Year: 6/2019
  • Issue No: 1
  • Page Range: 81-93
  • Page Count: 13
  • Language: Polish